Blood Avatar of the Memory Devourer: how to beat

Blood Avatar of the Memory Devourer — dungeon “The Lost Temple of the Seven Stars”, level 56. The deck: phases, turn cycle, damage and healing by mode,…

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Dungeon The Lost Temple of the Seven Stars, final boss, level 56.

The boss plays its own deck: every turn it plays the next line of its phase’s cycle, with no randomness. Learn the cycle and you know what is coming. The numbers on this page are the same as in the card tooltip in combat: before Hardiness and Defender’s Stance. Mechanics in detail — Boss mechanics.

In short

  • Modes: Heroic (at level 60), Normal (at the place’s level, 50–56), Keystone +10 (Mythic+, at level 60).
  • 2 phases, 8 cards in the deck. Schools: 🌑 Darkness 5, 🩸 Blood 1, ⚔ Physical 1, ❄ Cold 1.
  • “Candles for the Forgotten” cold: every enemy turn, everyone through shields — heroic 520, keystone +10 440 to each before Hardiness. No cold in normal mode.
  • “You Were Never Here” test strike — on boss turns 9 and 17: heroic 7,000, keystone +10 8,000; 40% weaker with a defensive card on yourself.
  • The heaviest hit is “You Were Never Here”: heroic 7,000, keystone +10 8,000.

Phases and turn cycle

The phase changes with the boss’s Health. In each phase the boss goes round its own cycle: at the end it starts again. The boss’s next turn shows on its portrait.

1. “The Prayer” — from the start of the fight

Down to 50%: asks every 5 turns.

Cycle stepWhat the boss plays
1❄ Cold Palm
2❄ Cold Palm + 🌑 Do You Want to Be Forgotten?
3❄ Cold Palm + 🌑 Forgot You
4🌑 Everything Given
5⚔ Tired of Remembering

2. “The Forgotten” — below 50% Health

Below 50%: the forgotten cover her, angrier.

On entering the phase the boss plays at once: 🌑 The Forgotten, 🩸 Enough.

Cycle stepWhat the boss plays
1❄ Cold Palm + 🌑 Do You Want to Be Forgotten?
2❄ Cold Palm + 🌑 Forgot You
3🌑 The Forgotten
4🌑 Everything Given
5⚔ Tired of Remembering

The “You Were Never Here” test strike is not part of the cycle: the boss announces it on its turns 8 and 16 and hits on turns 9 and 17.

Cards and numbers

The number is what a hit takes before Hardiness (through shields — from Health only), how much the boss heals itself, the shield it puts up, a minion’s Health. A dash means the card is not in that mode or has no number. Keystone: +10 numbers; hits are the same from +7 to +9 and weaker per level below +7.

CardWhat it doesHeroicNormalKeystone +10How to answer
🌑 You Were Never Here · Darkness, test strikeA test strike on whoever holds the boss’s attention (usually the tank). The boss announces it on its own, outside the cycle, and hits on its 9th and 17th turn; one turn before, there is a countdown on the portrait and a warning above your hand. The target plays a defensive card on themselves before the hit — it is 40% weaker. Not in normal mode. Through shields.7,000 · with a defensive card 4,200—8,000 · with a defensive card 4,800Test strike, one turn of warning. The tank plays a defensive card, the healer tops him up in advance.
❄ Cold Palm · Cold, hitA hit on whoever holds the boss’s attention (usually the tank).2,3507504,100A plain hit.
🌑 Do You Want to Be Forgotten? · Darkness, question: give up a cardA question for a damage dealer or the healer (past the tank): in a window before their turn ends they choose — give up a card from hand until the fight ends (then damage to the boss ×1.25 until the turn ends) or stay silent and take a hit. No answer counts as silence. Residents answer by themselves.1,4104502,460The target chooses: give her a card from the hand until the fight ends (+25% damage to her for 1 party turn) or stay silent and take a hit.
🌑 Forgot You · Darkness, healing blockA damage dealer or the healer (past the tank) cannot be healed for 2 turns. Plus a hit.1,0583381,845The target cannot be healed for 1 turn. Shields only for the healer.
🌑 Everything Given · Darkness, hit on everyoneA hit on everyone: the number is for each. Stronger for every card given to the boss. Shields hold half.423 + 94 per card given up90 + 30 per card given up492 + 164 per card given upAt everyone half through shields. Stronger for each card given to her.
🌑 The Forgotten · Darkness, summon with a taskSummons “The Forgotten” ×2. While it lives, it covers the boss: damage to the boss ×0.5.Health 1,620 · hits 188Health 660 · hits 60Health 5,940 · hits 328While they live, damage to her is halved. Kill them first.
⚔ Tired of Remembering · Physical, opening: more damage to the bossThe boss is open: damage to it ×1.3 for 2 turns.———+30% damage for 1 party turn.
🩸 Enough · Blood, boss empowerThe boss’s hits ×1.15 until the fight ends.———Stronger by 15% until the fight ends.

“Candles for the Forgotten” cold

A candle is lit for someone you want to forget. The candles do not burn.

  • Heroic: 520 to each per enemy turn, before Hardiness.
  • Keystone +10: 440 to each per enemy turn, before Hardiness.
  • Hits every fighter in the party through shields; Hardiness reduces it — better gear takes less.
  • The answer is healing every turn: shields do not stop cold. Healer cards do it best — they heal Health only.
  • No cold in normal mode.

Test strike

  • “You Were Never Here” — on boss turns 9 and 17, through shields, on whoever holds the boss’s attention (usually the tank). On heroic, while the party’s tank is alive, it goes to the tank. Not in normal mode.
  • Heroic: 7,000 before Hardiness; 4,200 if the target answered with a defensive card.
  • Keystone +10: 8,000 before Hardiness; 4,800 if the target answered with a defensive card.
  • One turn before the hit there is a countdown on the portrait and a warning above your hand. The target plays a defensive card on themselves: a self-shield, damage reduction or “cannot be killed”. A card someone else plays on the target does not count.

Enrage

  • Heroic: from party turn 40, every boss turn is 4% stronger, and it stacks.
  • Normal: as before — if the fight drags on past its expected length, the boss hits harder every turn.
  • Keystone +10: as before — if the fight drags on past its expected length, the boss hits harder every turn.

Roles

Tank

  • The “You Were Never Here” test strike lands on the boss’s 9th and 17th turn (heroic and keystone +10). One turn before, play a defensive card on yourself — a self-shield, damage reduction or “cannot be killed”: the hit becomes 40% weaker. Keep such a card in hand for those turns.
  • Shields do not stop this hit: the healer tops up your Health before it.
  • “Cold Palm” hits you. Keep Taunt on rhythm: while the boss hits the tank, the rest stay whole. The heaviest is “Cold Palm” (“The Prayer” phase, cycle step 1).
  • Do not fall: on heroic, mythic and in keystones, without a living tank the boss’s hits on its focus go through shields. A resident can be the tank too.

Healer

  • “Candles for the Forgotten” cold hits everyone through shields every enemy turn: heroic — 520, keystone +10 — 440 to each before Hardiness. Heal everyone every turn; healer cards do it best — they heal Health only.
  • “Everything Given” hits everyone. Before that turn, get everyone above half Health; it goes half through shields: shields hold half, the rest hits Health.
  • “Forgot You” cuts healing: for those turns, shields and healing in advance.
  • “Enough”: the boss hits harder — keep crystals and heals in reserve for those turns.

Damage dealers

  • “The Forgotten” covers the boss: while it lives, damage to the boss ×0.5. Kill it first.
  • “Tired of Remembering”: the boss is open and takes more damage — save your strong cards for that turn.
  • “Do You Want to Be Forgotten?”: a question in a window — give up a card or stay silent. A card given up makes everyone hit the boss harder until the turn ends, but each card given up strengthens its hit on everyone — do not give up everything.
  • Do not drag it out: heroic — enrage from turn 40.

The heaviest hits

  • “You Were Never Here” — test strike, through shields.
  • “Cold Palm” — on the tank; “The Prayer” phase, cycle step 1.
  • “Do You Want to Be Forgotten?” — on a damage dealer or the healer; “The Prayer” phase, cycle step 2.

Loot

All of the boss’s loot with rough drop chances is in the item atlas; rules and items by boss are on the The Lost Temple of the Seven Stars page.

Previous boss — Spirit of Eranikus, Fallen Dreamkeeper.

All bosses of the place — The Lost Temple of the Seven Stars. Rules of a fight against a boss with a deck — How to beat: every boss.

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